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View Full Version : Strange shading after skinning


Magicman49
01-23-2005, 11:31 PM
Hey guys

I downloaded the Jeff Lew "greendude" model as a 3d studio MAX format. The model was actually lots of seperate objects which i welded together in MAX, saved as an FBX file and imported into maya.

As soon as i apply a soft skin bind, any bones that come close to touching the actual mesh, cause the mesh to turn black in the viewport (not when rendered).

I guess this has something to do with importing the file. is there anyway to "reset" the mesh. Deleting the history didnt work.

Ideas anyone to what is causing this or how to fix it?

Thanks

Also another problem which i think is related, is that i am unable to create hard edges... all the edges are soft. the hard/soft edges tool has no effect.

(using maya 6)

See attached picture:

http://www.boomspeed.com/the_wizard/greenproblem.jpg

zilla
01-25-2005, 01:30 AM
Hi I have used fbx files to import max files to maya a lot for work. Check out wether the normals are pointing in the right direction "Display > Polygon Components > Normals" (repeat to turn off again)!! Usually this is the problem. If it is you will have to go to Modeling mode then "Edit Polygons > Normals > Set Vertex Normals" this should correct the problem. Unfortunaly you have to do this BEFORE skinning a character!! hope this helps good luck!

oh also... not being able to set hard edges... sometimes when importing the FBX file all of the vertices will seperate. You think you have one vertex when there are really 6. This will stop you setting hard edges. If this is your problem select the split vertices and "Edit Polygons > Merge Vertices". Sometimes playing around with the FBX exporter settings can help fix this problem.

Magicman49
01-26-2005, 03:12 PM
thanks!! got it working properly.

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